aboutsummaryrefslogtreecommitdiff
path: root/samples/AnselSDKIntegration/AnselSDKIntegration.cpp
blob: 4e1ba49994d39df66d89cebc0b3a5b6c58e5924e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
// This sample uses DirectX SDK, specifically it depends on DirectX 11
// Please install DirectX SDK June 2010 to compile this sample

#include <windows.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <directxcolors.h>

#include "AnselSDK.h"

using namespace DirectX;

struct SimpleVertex
{
    XMFLOAT3 Pos;
    XMFLOAT3 Normal;
};


struct ConstantBuffer
{
    XMMATRIX mWorld;
    XMMATRIX mView;
    XMMATRIX mProjection;
    XMFLOAT4 vLightDir;
    XMFLOAT4 vLightColor;
    XMFLOAT4 vOutputColor;
    float vTime;
};


// Globals
HINSTANCE               g_hInst = nullptr;
HWND                    g_hWnd = nullptr;
D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device*           g_pd3dDevice = nullptr;
ID3D11DeviceContext*    g_pImmediateContext = nullptr;
IDXGISwapChain*         g_pSwapChain = nullptr;
ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
ID3D11Texture2D*        g_pDepthStencil = nullptr;
ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
ID3D11VertexShader*     g_pVertexShader = nullptr;
ID3D11PixelShader*      g_pPixelShader = nullptr;
ID3D11VertexShader*     g_pHudVertexShader = nullptr;
ID3D11PixelShader*      g_pHudPixelShader = nullptr;
ID3D11InputLayout*      g_pVertexLayout = nullptr;
ID3D11DepthStencilState *g_pDepthStencilStateDepthDisable = nullptr;
ID3D11Buffer*           g_pVertexBuffer = nullptr;
ID3D11Buffer*           g_pIndexBuffer = nullptr;
ID3D11Buffer*           g_pHudVertexBuffer = nullptr;
ID3D11Buffer*           g_pHudIndexBuffer = nullptr;
ID3D11Buffer*           g_pConstantBuffer = nullptr;

XMMATRIX                g_World;
XMMATRIX                g_View, g_ViewBackup;
XMMATRIX                g_Projection;
bool                    g_Pause = false;
bool                    g_AnselSessionIsActive = false;
float                    g_Fov = XM_PIDIV4;
uint32_t                g_FrameWidth = 0u, g_FrameHeight = 0u;
float                    g_ProjectionOffsetX = 0.0f, g_ProjectionOffsetY = 0.0f;
float                    g_LightIntensity = 1.0f;

// Forward declarations
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
void Render();

void updateProjectionMatrix()
{
    // Before Ansel SDK integration:
    g_Projection = XMMatrixPerspectiveFovLH(g_Fov, g_FrameWidth / FLOAT(g_FrameHeight), 0.01f, 100.0f);
    // Ansel SDK integration requires projection offsetting for super resolution captures:
    g_Projection.r[2].m128_f32[0] = -g_ProjectionOffsetX;
    g_Projection.r[2].m128_f32[1] = -g_ProjectionOffsetY;
}

// Entry point
int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);

    if (FAILED(InitWindow(hInstance, nCmdShow)))
        return 0;

    if (FAILED(InitDevice()))
    {
        CleanupDevice();
        return 0;
    }

    // Main message loop
    MSG msg = { 0 };
    while (WM_QUIT != msg.message)
    {
        if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else
            Render();
    }

    CleanupDevice();

    return int(msg.wParam);
}

// Register class and create window
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
{
    // Register class
    WNDCLASSEX wcex;
    wcex.cbSize = sizeof(WNDCLASSEX);
    wcex.style = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc = WndProc;
    wcex.cbClsExtra = 0;
    wcex.cbWndExtra = 0;
    wcex.hInstance = hInstance;
    wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_APPLICATION);
    wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
    wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
    wcex.lpszMenuName = nullptr;
    wcex.lpszClassName = L"SampleWindowClass";
    wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_APPLICATION);
    if (!RegisterClassEx(&wcex))
        return E_FAIL;

    // Create window
    g_hInst = hInstance;
    RECT rc = { 0, 0, 800, 600 };
    AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
    g_hWnd = CreateWindow(L"SampleWindowClass", L"Sample Ansel SDK Integration", WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
        CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance, nullptr);
    if (!g_hWnd)
        return E_FAIL;

    ShowWindow(g_hWnd, nCmdShow);

    return S_OK;
}

HRESULT CompileShaderFromFile(WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut)
{
    HRESULT hr = S_OK;

    ID3DBlob* pErrorBlob = nullptr;
    hr = D3DCompileFromFile(szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
        D3DCOMPILE_ENABLE_STRICTNESS, 0, ppBlobOut, &pErrorBlob);
    if (FAILED(hr))
    {
        if (pErrorBlob)
        {
            OutputDebugStringA(reinterpret_cast<const char*>(pErrorBlob->GetBufferPointer()));
            pErrorBlob->Release();
        }
        return hr;
    }
    if (pErrorBlob)
        pErrorBlob->Release();

    return S_OK;
}

// Create Direct3D device and swap chain
HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect(g_hWnd, &rc);
    g_FrameWidth = rc.right - rc.left;
    g_FrameHeight = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    const UINT numDriverTypes = ARRAYSIZE(driverTypes);

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_1,
        D3D_FEATURE_LEVEL_11_0,
    };
    const UINT numFeatureLevels = ARRAYSIZE(featureLevels);

    for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
            D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);

        if (hr == E_INVALIDARG)
        {
            // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
            hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
                D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
        }

        if (SUCCEEDED(hr))
            break;
    }

    if (FAILED(hr))
        return hr;

    // Obtain DXGI factory from device (since we used nullptr for pAdapter above)
    IDXGIFactory1* dxgiFactory = nullptr;
    {
        IDXGIDevice* dxgiDevice = nullptr;
        hr = g_pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
        if (SUCCEEDED(hr))
        {
            IDXGIAdapter* adapter = nullptr;
            hr = dxgiDevice->GetAdapter(&adapter);
            if (SUCCEEDED(hr))
            {
                hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
                adapter->Release();
            }
            dxgiDevice->Release();
        }
    }

    if (FAILED(hr))
        return hr;

    // Create swap chain
    DXGI_SWAP_CHAIN_DESC sd;
    ZeroMemory(&sd, sizeof(sd));
    sd.BufferCount = 1;
    sd.BufferDesc.Width = g_FrameWidth;
    sd.BufferDesc.Height = g_FrameHeight;
    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    sd.BufferDesc.RefreshRate.Numerator = 60;
    sd.BufferDesc.RefreshRate.Denominator = 1;
    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    sd.OutputWindow = g_hWnd;
    sd.SampleDesc.Count = 1;
    sd.SampleDesc.Quality = 0;
    sd.Windowed = TRUE;
    sd.OutputWindow = g_hWnd;

    hr = dxgiFactory->CreateSwapChain(g_pd3dDevice, &sd, &g_pSwapChain);

    if (FAILED(hr))
        return hr;

    dxgiFactory->Release();

    // Create a render target view
    ID3D11Texture2D* pBackBuffer = nullptr;
    hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
    if (FAILED(hr))
        return hr;

    hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView);
    pBackBuffer->Release();
    if (FAILED(hr))
        return hr;

    // Create depth stencil texture
    D3D11_TEXTURE2D_DESC descDepth;
    ZeroMemory(&descDepth, sizeof(descDepth));
    descDepth.Width = g_FrameWidth;
    descDepth.Height = g_FrameHeight;
    descDepth.MipLevels = 1;
    descDepth.ArraySize = 1;
    descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
    descDepth.SampleDesc.Count = 1;
    descDepth.SampleDesc.Quality = 0;
    descDepth.Usage = D3D11_USAGE_DEFAULT;
    descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    descDepth.CPUAccessFlags = 0;
    descDepth.MiscFlags = 0;
    hr = g_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
    if (FAILED(hr))
        return hr;

    // Create the depth stencil view
    D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
    ZeroMemory(&descDSV, sizeof(descDSV));
    descDSV.Format = descDepth.Format;
    descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
    descDSV.Texture2D.MipSlice = 0;
    hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
    if (FAILED(hr))
        return hr;

    g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);

    // Setup the viewport
    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)g_FrameWidth;
    vp.Height = (FLOAT)g_FrameHeight;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
    g_pImmediateContext->RSSetViewports(1, &vp);

    // Compile the vertex shader
    ID3DBlob* pVSBlob = nullptr;
    hr = CompileShaderFromFile(L"Shaders.fx", "VS", "vs_4_0", &pVSBlob);
    if (FAILED(hr))
    {
        MessageBox(nullptr,
            L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
        return hr;
    }

    // Create the vertex shader
    hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader);
    if (FAILED(hr))
    {
        pVSBlob->Release();
        return hr;
    }

    hr = CompileShaderFromFile(L"Shaders.fx", "VS_Hud", "vs_4_0", &pVSBlob);
    if (FAILED(hr))
    {
        MessageBox(nullptr,
            L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
        return hr;
    }

    // Create the vertex shader
    hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pHudVertexShader);
    if (FAILED(hr))
    {
        pVSBlob->Release();
        return hr;
    }

    // Define the input layout
    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };
    const UINT numElements = ARRAYSIZE(layout);

    // Create the input layout
    hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
        pVSBlob->GetBufferSize(), &g_pVertexLayout);
    pVSBlob->Release();

    if (FAILED(hr))
        return hr;

    // Set the input layout
    g_pImmediateContext->IASetInputLayout(g_pVertexLayout);

    // Compile the pixel shader
    ID3DBlob* pPSBlob = nullptr;
    hr = CompileShaderFromFile(L"Shaders.fx", "PS", "ps_4_0", &pPSBlob);
    if (FAILED(hr))
    {
        MessageBox(nullptr,
            L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
        return hr;
    }

    // Create the pixel shader
    hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader);
    pPSBlob->Release();
    if (FAILED(hr))
        return hr;

    hr = CompileShaderFromFile(L"Shaders.fx", "PS_Hud", "ps_4_0", &pPSBlob);
    if (FAILED(hr))
    {
        MessageBox(nullptr,
            L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
        return hr;
    }

    // Create the pixel shader
    hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pHudPixelShader);
    pPSBlob->Release();
    if (FAILED(hr))
        return hr;

    // Create vertex buffer
    const SimpleVertex vertices[] =
    {
        { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
        { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
        { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
        { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
        { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
        { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
        { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
        { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
        { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
        { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
        { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
        { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
        { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
        { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
        { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
        { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
        { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
    };

    const SimpleVertex hud[] =
    {
        { XMFLOAT3(0.1f, -0.92f, 0.0f), XMFLOAT3(0.0f, 0.0f, 0.0f) },
        { XMFLOAT3(0.9f, -0.92f, 0.0f), XMFLOAT3(2.0f, 0.0f, 0.0f) },
        { XMFLOAT3(0.1f, -0.95f, 0.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
        { XMFLOAT3(0.9f, -0.95f, 0.0f), XMFLOAT3(3.0f, 0.0f, 0.0f) },
    };

    D3D11_BUFFER_DESC bd;
    ZeroMemory(&bd, sizeof(bd));
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(SimpleVertex) * 24;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory(&InitData, sizeof(InitData));
    InitData.pSysMem = vertices;
    hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
    if (FAILED(hr))
        return hr;

    bd.ByteWidth = sizeof(SimpleVertex) * 4;
    InitData.pSysMem = hud;
    hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pHudVertexBuffer);
    if (FAILED(hr))
        return hr;

    // Set vertex buffer
    UINT stride = sizeof(SimpleVertex);
    UINT offset = 0;
    g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);

    // Create index buffer
    const WORD indices[] =
    {
        3,1,0,
        2,1,3,
        6,4,5,
        7,4,6,
        11,9,8,
        10,9,11,
        14,12,13,
        15,12,14,
        19,17,16,
        18,17,19,
        22,20,21,
        23,20,22
    };

    const WORD hud_indices[] = { 0,1,2,2,1,3 };

    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(WORD) * 36;
    bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    bd.CPUAccessFlags = 0;
    InitData.pSysMem = indices;
    hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pIndexBuffer);
    if (FAILED(hr))
        return hr;

    bd.ByteWidth = sizeof(WORD) * 6;
    InitData.pSysMem = hud_indices;
    hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pHudIndexBuffer);
    if (FAILED(hr))
        return hr;

    // Set index buffer
    g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);

    // Set primitive topology
    g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    // Create the constant buffer
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(ConstantBuffer);
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bd.CPUAccessFlags = 0;
    hr = g_pd3dDevice->CreateBuffer(&bd, nullptr, &g_pConstantBuffer);
    if (FAILED(hr))
        return hr;

    D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
    depthStencilDesc.DepthEnable = FALSE;
    depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
    depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
    depthStencilDesc.StencilEnable = FALSE;
    depthStencilDesc.StencilReadMask = 0xFF;
    depthStencilDesc.StencilWriteMask = 0xFF;

    hr = g_pd3dDevice->CreateDepthStencilState(&depthStencilDesc, &g_pDepthStencilStateDepthDisable);
    if (FAILED(hr))
        return hr;

    // Initialize the world matrices
    g_World = XMMatrixIdentity();

    // Initialize the view matrix
    g_View = XMMatrixLookAtLH(XMVectorSet(0.0f, 4.0f, -10.0f, 0.0f),
        XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f),
        XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f));

    // Initialize the projection matrix
    updateProjectionMatrix();

    // Configure the Ansel SDK
    ansel::Configuration config;
    config.rotationalSpeedInDegreesPerSecond = 220.0f;
    config.translationalSpeedInWorldUnitsPerSecond = 50.0f;
    config.right = { 1.0f, 0.0f, 0.0f };
    config.up = { 0.0f, 1.0f, 0.0f };
    config.forward = { 0.0f, 0.0f, 1.0f };
    config.captureLatency = 0;
    config.captureSettleLatency = 0;
    config.metersInWorldUnit = 2.0f;
    config.fovType = ansel::kVerticalFov;
    config.startSessionCallback = [](ansel::SessionConfiguration& conf, void* userPointer)
    {
        UNREFERENCED_PARAMETER(userPointer);
        UNREFERENCED_PARAMETER(conf);
        g_Pause = true;
        g_AnselSessionIsActive = true;
        g_ViewBackup = g_View;
        return ansel::kAllowed;
    };
    config.stopSessionCallback = [](void* userPointer)
    {
        UNREFERENCED_PARAMETER(userPointer);
        g_Pause = false;
        g_AnselSessionIsActive = false;
        g_View = g_ViewBackup;
    };
    config.startCaptureCallback = [](const ansel::CaptureConfiguration&, void*)
    {
        // turn non-uniform full screen effects like vignette off here
    };
    config.stopCaptureCallback = [](void*)
    {
        // turn disabled effects back on here
    };
    config.isCameraFovSupported = true;
    config.isCameraOffcenteredProjectionSupported = true;
    config.isCameraRotationSupported = true;
    config.isCameraTranslationSupported = true;
    config.userPointer = nullptr;
    config.gameWindowHandle = g_hWnd;
    config.titleNameUtf8 = "AnselSDKIntegration";
    ansel::setConfiguration(config);

    // Expose light intensity setting as user control in the Ansel UI
    {
        ansel::UserControlDesc ui_position_slider;
        ui_position_slider.labelUtf8 = "Light intensity";
        ui_position_slider.info.userControlId = 1;
        ui_position_slider.info.userControlType = ansel::kUserControlSlider;
        ui_position_slider.info.value = &g_LightIntensity;
        ui_position_slider.callback = [](const ansel::UserControlInfo& info) {
            g_LightIntensity = *reinterpret_cast<const float*>(info.value);
        };
        ansel::addUserControl(ui_position_slider);
    }

    return S_OK;
}

// Clean up the objects we've created
void CleanupDevice()
{
    if (g_pImmediateContext) g_pImmediateContext->ClearState();
    if (g_pConstantBuffer) g_pConstantBuffer->Release();
    if (g_pVertexBuffer) g_pVertexBuffer->Release();
    if (g_pIndexBuffer) g_pIndexBuffer->Release();
    if (g_pHudVertexBuffer) g_pHudVertexBuffer->Release();
    if (g_pHudIndexBuffer) g_pHudIndexBuffer->Release();
    if (g_pVertexLayout) g_pVertexLayout->Release();
    if (g_pVertexShader) g_pVertexShader->Release();
    if (g_pPixelShader) g_pPixelShader->Release();
    if (g_pHudVertexShader) g_pHudVertexShader->Release();
    if (g_pHudPixelShader) g_pHudPixelShader->Release();
    if (g_pDepthStencil) g_pDepthStencil->Release();
    if (g_pDepthStencilView) g_pDepthStencilView->Release();
    if (g_pRenderTargetView) g_pRenderTargetView->Release();
    if (g_pDepthStencilStateDepthDisable) g_pDepthStencilStateDepthDisable->Release();
    if (g_pSwapChain) g_pSwapChain->Release();
    if (g_pImmediateContext) g_pImmediateContext->Release();
    if (g_pd3dDevice) g_pd3dDevice->Release();
}

// Called every time the application receives a message
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    PAINTSTRUCT ps;
    HDC hdc;

    switch (message)
    {
    case WM_PAINT:
        hdc = BeginPaint(hWnd, &ps);
        EndPaint(hWnd, &ps);
        break;

    case WM_DESTROY:
        PostQuitMessage(0);
        break;

    default:
        return DefWindowProc(hWnd, message, wParam, lParam);
    }
    return 0;
}

// Render a frame
void Render()
{
    // Simple solution, but not the best one: we would like to run at 100 hz
    Sleep(10);
    // Update our time
    static float t = 0.0f;
    if (!g_Pause)
    {
        static ULONGLONG timeStart = 0;
        ULONGLONG timeCur = GetTickCount64();
        if (timeStart == 0)
            timeStart = timeCur;
        t = (timeCur - timeStart) / 1000.0f;
    }

    // Before Ansel SDK integration:
    // Rotate cube around the origin
    // g_World = XMMatrixRotationY(t);

    // After Ansel SDK integration:
    if (g_AnselSessionIsActive)
    {
        ansel::Camera cam;
        // set up ansel::Camera object with the current camera parameters
        cam.fov = (g_Fov / XM_PI) * 180.0f;
        cam.projectionOffsetX = g_ProjectionOffsetX;
        cam.projectionOffsetY = g_ProjectionOffsetY;
        // convert view matrix (XMMATRIX) into a pair of a position and a quaternion
        XMMATRIX invView = XMMatrixInverse(nullptr, g_View);
        const nv::Vec3 right = { invView.r[0].m128_f32[0], invView.r[0].m128_f32[1], invView.r[0].m128_f32[2] };
        const nv::Vec3 up = { invView.r[1].m128_f32[0], invView.r[1].m128_f32[1], invView.r[1].m128_f32[2] };
        const nv::Vec3 forward = { invView.r[2].m128_f32[0], invView.r[2].m128_f32[1], invView.r[2].m128_f32[2] };
        ansel::rotationMatrixVectorsToQuaternion(right, up, forward, cam.rotation);
        cam.position = { invView.r[3].m128_f32[0], invView.r[3].m128_f32[1], invView.r[3].m128_f32[2] };
        ansel::updateCamera(cam);
        // convert position and quaternion returned in ansel::updateCamera call and update camera parameters
        invView = DirectX::XMMatrixAffineTransformation(DirectX::XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f),
            DirectX::XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f),
            DirectX::XMLoadFloat4(reinterpret_cast<const XMFLOAT4*>(&cam.rotation)),
            DirectX::XMLoadFloat3(reinterpret_cast<const XMFLOAT3*>(&cam.position)));
        g_View = XMMatrixInverse(nullptr, invView);
        g_Fov = (cam.fov / 180.0f) * XM_PI;
        g_ProjectionOffsetX = cam.projectionOffsetX;
        g_ProjectionOffsetY = cam.projectionOffsetY;
        updateProjectionMatrix();
    }
    else
        g_World = XMMatrixRotationY(t); // Rotate cube around the origin

    // Clear the back buffer
    g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, Colors::MidnightBlue);

    // Clear the depth buffer to 1.0 (max depth)
    g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);

    // Update matrix variables and lighting variables
    ConstantBuffer cb1;
    cb1.mWorld = XMMatrixTranspose(g_World);
    cb1.mView = XMMatrixTranspose(g_View);
    cb1.mProjection = XMMatrixTranspose(g_Projection);
    cb1.vLightDir = XMFLOAT4(-0.577f, 0.577f, -0.577f, 1.0f);
    cb1.vLightColor = XMFLOAT4(0.453f * g_LightIntensity, 0.714f * g_LightIntensity, 0.105f * g_LightIntensity, 1.0f);
    cb1.vOutputColor = XMFLOAT4(0, 0, 0, 0);
    cb1.vTime = t;
    g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, nullptr, &cb1, 0, 0);

    // Render the cube
    UINT stride = sizeof(SimpleVertex);
    UINT offset = 0;

    g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
    g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
    g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
    g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
    g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
    g_pImmediateContext->PSSetConstantBuffers(0, 1, &g_pConstantBuffer);
    g_pImmediateContext->DrawIndexed(36, 0, 0);

    // Render the HUD only if Ansel session is not active
    if (!g_AnselSessionIsActive)
    {
        g_pImmediateContext->OMSetDepthStencilState(g_pDepthStencilStateDepthDisable, 0);
        g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pHudVertexBuffer, &stride, &offset);
        g_pImmediateContext->IASetIndexBuffer(g_pHudIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
        g_pImmediateContext->VSSetShader(g_pHudVertexShader, nullptr, 0);
        g_pImmediateContext->PSSetShader(g_pHudPixelShader, nullptr, 0);
        g_pImmediateContext->DrawIndexed(6, 0, 0);
    }

    // Present our back buffer to our front buffer
    g_pSwapChain->Present(0, 0);
}